Hello everyone,
I'm trying to create a rig made of multiple cameras. I would like all the cameras to be instances/copies of a main camera, and the shape of the rig should be based on a curve.
I've tried to use the “Instance” node, but it seems to create instances of the camera geometry only and not the actual cameras (I can's look through them and they are not available to be used for rendering).
Any help would be greatly appreciated
Cheers
Sergio
Found 13 posts.
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Houdini Learning Materials » camera instances
- stifmaister
- 14 posts
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Technical Discussion » tyre tracks
- stifmaister
- 14 posts
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Thanks for the suggestion…
i was hoping anyway about doing it procedurally in houdini maybe transfering color attributes between meshes…but maybe i m trying to overcomplicate things…
Cheers
Sergio
i was hoping anyway about doing it procedurally in houdini maybe transfering color attributes between meshes…but maybe i m trying to overcomplicate things…
Cheers
Sergio
Technical Discussion » tyre tracks
- stifmaister
- 14 posts
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Hi,
i m trying to generate an image sequence that represent the contact area between the tires of a car and the ground.I would use this sequence to displace the ground and show tyre tracks.
Any suggestion?
I thought about transferring a color to points scattered on the ground but i was wondering if there is a better solution…
Thanks
Sergio
i m trying to generate an image sequence that represent the contact area between the tires of a car and the ground.I would use this sequence to displace the ground and show tyre tracks.
Any suggestion?
I thought about transferring a color to points scattered on the ground but i was wondering if there is a better solution…
Thanks
Sergio
Technical Discussion » Assign different shaders todifferent primitives procedurally
- stifmaister
- 14 posts
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Thanks…
it works perfectly….
i just created a string primitive attribute called shop_materialpath with an attribute create sop , and wrote my expression there…
Cheers
Sergio
it works perfectly….
i just created a string primitive attribute called shop_materialpath with an attribute create sop , and wrote my expression there…
Cheers
Sergio
Technical Discussion » Assign different shaders todifferent primitives procedurally
- stifmaister
- 14 posts
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Hi,
i created 20 shaders called :
Cam_v1_Test_Comp_00,
Cam_v1_Test_Comp_01,
Cam_v1_Test_Comp_02, ecc…
and i'm tring in SOP to assign a different shader to each of my 20 primitives based on the $PR primitive number…
For this i'm using a Material Sop with this expression int the Material:
/shop/Cam_v1_Test_Comp_0`$PR`
The problem is that all the primitive get /shop/Cam_v1_Test_Comp_00 assigned to them and i don't understand why.
if i use the copy sop to create the primitives and i stamp a variable based on $PR before the copy it works…but it's not what i need in this specific case.
Any idea?
Thanks
Sergio
i created 20 shaders called :
Cam_v1_Test_Comp_00,
Cam_v1_Test_Comp_01,
Cam_v1_Test_Comp_02, ecc…
and i'm tring in SOP to assign a different shader to each of my 20 primitives based on the $PR primitive number…
For this i'm using a Material Sop with this expression int the Material:
/shop/Cam_v1_Test_Comp_0`$PR`
The problem is that all the primitive get /shop/Cam_v1_Test_Comp_00 assigned to them and i don't understand why.
if i use the copy sop to create the primitives and i stamp a variable based on $PR before the copy it works…but it's not what i need in this specific case.
Any idea?
Thanks
Sergio
Technical Discussion » Attribute Override of diffuse texture in viewport
- stifmaister
- 14 posts
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Hi,
i m using a material SOP with a Local Override for the diffuse texture on my shader to change the texture according to the primitive number. Everything works fine when i render but not in the viewport. i tried to apply a standard shader and an opengl2 shader, but in the viewport i always see the original texture set in the shader attributes, without any effect of the Local Override.
My problem is that i really need to be able to tweak the texture sequence in the scene to set up a complex animation based on image sequences on cards. I also tried to use an UVQuickShade , but it doesn't allow me to use $PR to assign a different texture for every primitive.
Any Idea?
Thanks a lot
Sergio
i m using a material SOP with a Local Override for the diffuse texture on my shader to change the texture according to the primitive number. Everything works fine when i render but not in the viewport. i tried to apply a standard shader and an opengl2 shader, but in the viewport i always see the original texture set in the shader attributes, without any effect of the Local Override.
My problem is that i really need to be able to tweak the texture sequence in the scene to set up a complex animation based on image sequences on cards. I also tried to use an UVQuickShade , but it doesn't allow me to use $PR to assign a different texture for every primitive.
Any Idea?
Thanks a lot
Sergio
Technical Discussion » Snow Leopard and Houdini good to go?
- stifmaister
- 14 posts
- Offline
Thanks for the info but….. i everyday use Maya,Nuke,Shake on SnowLeopard….and the ONLY flickering viewport problems are with Houdini….
Thanks
Sergio
Thanks
Sergio
Houdini Indie and Apprentice » big FUR problem: interpolated guides on skin subdivision
- stifmaister
- 14 posts
- Offline
Hi,
i'm combing the fur on a lowpoly caracter. What i would like to do is to subdivide the carachter after the combing and blendshape the subdivided version with an high detailed version of this carachter.All this in Maya+shave&haircut is working perfectly, because when you subdivide the skin mesh the new guides are interpolated over the previos one.
The problem is that in Houdini when i subdivide the skin geometry(with combed fur) the new guides are not an interpolated version of the lowgeometry one and they are perpendiculare to the surface. Is there anyway i can solve this?Combing the guides for the high poly geo would be really painfulll..
I hope someone could help me…
Thanks a lot
Sergio
i'm combing the fur on a lowpoly caracter. What i would like to do is to subdivide the carachter after the combing and blendshape the subdivided version with an high detailed version of this carachter.All this in Maya+shave&haircut is working perfectly, because when you subdivide the skin mesh the new guides are interpolated over the previos one.
The problem is that in Houdini when i subdivide the skin geometry(with combed fur) the new guides are not an interpolated version of the lowgeometry one and they are perpendiculare to the surface. Is there anyway i can solve this?Combing the guides for the high poly geo would be really painfulll..
I hope someone could help me…
Thanks a lot
Sergio
Technical Discussion » HELP: Depth map shadows are really grainy if you scale up
- stifmaister
- 14 posts
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Technical Discussion » HELP: Depth map shadows are really grainy if you scale up
- stifmaister
- 14 posts
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Technical Discussion » UT_NetPacket::read: No such file or directory
- stifmaister
- 14 posts
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Hi,
every time i make a Mantra render i get this error UT_NetPacket::read: No such file or directory at the 95%.
I using houdini 10.0 master, with a network license server.I tried the current stable version and also the latest daily build.
My os is Windows xp64 with 16gb of ram.
I will also attach my scene…
Thanks
Sergio
every time i make a Mantra render i get this error UT_NetPacket::read: No such file or directory at the 95%.
I using houdini 10.0 master, with a network license server.I tried the current stable version and also the latest daily build.
My os is Windows xp64 with 16gb of ram.
I will also attach my scene…
Thanks
Sergio
Technical Discussion » HELP: Depth map shadows are really grainy if you scale up
- stifmaister
- 14 posts
- Offline
I m using a spotlight with depthmap shadows(512,512 not transparent) pointing to a plane. If i scale the scene up 100times i get a really bad grain. If the scene is 1 unit i get a really clean image. Is this a bug or what?I ve never seen any 3d program where the depth shadow map quality depends by the scale of the scene. I also set the clipping for the shadow maps to the minimum range necessary to get a better quality map, but it didn t solve the problem at all.
I hope anyone could help…
Thanks
Sergio
I hope anyone could help…
Thanks
Sergio
Technical Discussion » Rendering fur with bounce light
- stifmaister
- 14 posts
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I have a furry character illuminated by a spot light casting depth shadows.
My problem is that i would like to have a nice bounce light on the in shadow area, on the character and on the floor.
I usually use a template_light with a vex_global_illumination to get that, but with fur it looks like is not a good option because of the speed.
Any suggestion?
Thanks
Sergio
My problem is that i would like to have a nice bounce light on the in shadow area, on the character and on the floor.
I usually use a template_light with a vex_global_illumination to get that, but with fur it looks like is not a good option because of the speed.
Any suggestion?
Thanks
Sergio
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